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夏促时候刚刚入坑,写个笔记叭~
环境配置
参考 HoPGoldy 大佬的简书,先配置下开发环境
萌新去看大佬的详细教程,我这里比较简单,有前端基础的可以直接抄
VSCode 跳过
node 我配的是v18.18.2
换源
npm config set registry https://registry.npmmirror.com
安装依赖
npm install @types/screeps @types/lodash@3.10.1 # 代码提示 npm install -D rollup # 代码构建工具 npm install rollup-plugin-clear rollup-plugin-screeps rollup-plugin-copy -D # 代码上传工具 npm install source-map@0.6.1 # 异常信息映射 npm install -D @rollup/plugin-node-resolve @rollup/plugin-commonjs # 模块打包工具 # 下面的ts配不配就看心情了,建议配一下 npm install --save-dev typescript rollup-plugin-typescript2 # ts编译
根目录下创建代码构建工具的配置文件 rollup.config.js
import clear from 'rollup-plugin-clear' import screeps from 'rollup-plugin-screeps' import copy from 'rollup-plugin-copy' import resolve from '@rollup/plugin-node-resolve' import commonjs from '@rollup/plugin-commonjs' let config // 根据指定的目标获取对应的配置项 if (!process.env.DEST) { console.log("未指定目标, 代码将被编译但不会上传") } else if (!(config = require("./.secret.json")[process.env.DEST])) { throw new Error("无效目标,请检查 secret.json 中是否包含对应配置") } // 根据指定的配置决定是上传还是复制到文件夹 const pluginDeploy = config && config.copyPath ? // 复制到指定路径 copy({ targets: [{ src: 'dist/main.js', dest: config.copyPath }, { src: 'dist/main.js.map', dest: config.copyPath, rename: name => name + '.map.js', transform: contents => `module.exports = ${contents.toString()};` }], hook: 'writeBundle', verbose: true }) : // 更新 .map 到 .map.js 并上传 screeps({config, dryRun: !config}) export default { input: 'src/main.js', output: { file: 'dist/main.js', format: 'cjs', sourcemap: true }, plugins: [// 清除上次编译成果 clear({targets: ["dist"]}), // 执行上传或者复制 // 打包依赖 resolve(), // 模块化依赖 commonjs(), pluginDeploy] };
package.json
配置
{ "name": "sc", "version": "1.0.0", "description": "", "main": "rollup.config.js", "scripts": { "start": "rollup -cw --environment DEST:main", "local": "rollup -cw --environment DEST:local", "build": "rollup -cw" }, "repository": { "type": "git", "url": "http://xxxxxxxx:xxxx/Gettler/screeps.git" }, "keywords": [], "author": "Gettler", "license": "ISC", "devDependencies": { "@rollup/plugin-commonjs": "^14.0.0", "@rollup/plugin-node-resolve": "^8.4.0", "@types/lodash": "^3.10.1", "@types/node": "^14.0.24", "@types/screeps": "^3.3.8", "rollup": "^2.22.1", "rollup-plugin-clear": "^2.0.7", "rollup-plugin-copy": "^3.3.0", "rollup-plugin-screeps": "^1.0.1", "rollup-plugin-typescript2": "^0.27.1", "typescript": "^3.9.7" }, "dependencies": { "source-map": "^0.6.1" } }
项目根目录下配置 .secret.json
用于发布代码到游戏,token地址:https://screeps.com/a/#!/account/auth-tokens
{ "main": { "token": "你的token", "protocol": "https", "hostname": "screeps.com", "port": 443, "path": "/", "branch": "default" }, "local": { "copyPath": "本地路径,如:C:\\Users\\Gettler\\AppData\\Local\\Screeps\\scripts\\screeps.com\\default" } }
main.js
import {errorMapper} from "./modules/errorMapper"; module.exports.loop = errorMapper(() => { // 代码在这里写即可 console.log("Power!!!") } )
errorMapper.js
/** * 校正异常的堆栈信息 * * 由于 rollup 会打包所有代码到一个文件,所以异常的调用栈定位和源码的位置是不同的 * 本模块就是用来将异常的调用栈映射至源代码位置 * * @see https://github.com/screepers/screeps-typescript-starter/blob/master/src/utils/ErrorMapper.ts */ import {SourceMapConsumer} from 'source-map' // 缓存 SourceMap let consumer = null // 第一次报错时创建 sourceMap const getConsumer = function () { if (consumer == null) consumer = new SourceMapConsumer(require("main.js.map")) return consumer } // 缓存映射关系以提高性能 const cache = {} /** * 使用源映射生成堆栈跟踪,并生成原始标志位 * 警告 - global 重置之后的首次调用会产生很高的 cpu 消耗 (> 30 CPU) * 之后的每次调用会产生较低的 cpu 消耗 (~ 0.1 CPU / 次) * * @param {Error | string} error 错误或原始追踪栈 * @returns {string} 映射之后的源代码追踪栈 */ const sourceMappedStackTrace = function (error) { const stack = error instanceof Error ? error.stack : error // 有缓存直接用 if (cache.hasOwnProperty(stack)) return cache[stack] const re = /^\s+at\s+(.+?\s+)?\(?([0-z._\-\\\/]+):(\d+):(\d+)\)?$/gm let match let outStack = error.toString() console.log("ErrorMapper -> sourceMappedStackTrace -> outStack", outStack) while ((match = re.exec(stack))) { // 解析完成 if (match[2] !== "main") break // 获取追踪定位 const pos = getConsumer().originalPositionFor({ column: parseInt(match[4], 10), line: parseInt(match[3], 10) }) // 无法定位 if (!pos.line) break // 解析追踪栈 if (pos.name) outStack += `\n at ${pos.name} (${pos.source}:${pos.line}:${pos.column})` else { // 源文件没找到对应文件名,采用原始追踪名 if (match[1]) outStack += `\n at ${match[1]} (${pos.source}:${pos.line}:${pos.column})` // 源文件没找到对应文件名并且原始追踪栈里也没有,直接省略 else outStack += `\n at ${pos.source}:${pos.line}:${pos.column}` } } cache[stack] = outStack return outStack } /** * 错误追踪包装器 * 用于把报错信息通过 source-map 解析成源代码的错误位置 * 和原本 wrapLoop 的区别是,wrapLoop 会返回一个新函数,而这个会直接执行 * * @param next 玩家代码 */ export const errorMapper = function (next) { return () => { try { // 执行玩家代码 next() } catch (e) { if (e instanceof Error) { // 渲染报错调用栈,沙盒模式用不了这个 const errorMessage = Game.rooms.sim ? `沙盒模式无法使用 source-map - 显示原始追踪栈<br>${_.escape(e.stack)}` : `${_.escape(sourceMappedStackTrace(e))}` console.log(`<text style="color:#ef9a9a">${errorMessage}</text>`) } // 处理不了,直接抛出 else throw e } } }
tsconfig.json
{ "compilerOptions": { "target": "es2017", "moduleResolution": "Node", "outDir": "dist/", "baseUrl": "./", "sourceMap": true, "allowSyntheticDefaultImports": true, "paths": { "@/*": [ "./src/*" ] } }, "exclude": [ "node_modules" ], "include": [ "src/**/*.ts" ] }
至此,环境配置完成(如有问题欢迎评论区指正)
我的项目结构(已经写了一部分代码了)
入门
新手先把官方教程的代码跑起来,在这个基础上优化,前期官方教程的代码也还够用,一定要看懂教程代码再来往下看
对照着
挖采分离
这个是我第一个想要实现的,因为我的矿可以让三个爬爬一起采,如果三个以上就会有一个爬爬闲着,等到有爬爬才玩矿运回去的时候才能有空间采矿,如果多个一起运回去好像又会损失空间,嗯。。。很浪费
实现挖采分离,就可以有三个爬爬一直挖矿,然后挖完矿扔到脚下,让别的爬爬来捡回去
思路:修改教程harvester
代码,去掉运送能量到建筑的代码,去掉carry
部件,编写mover
mover 的代码
if (creep.memory.role === 'mover') { if ((creep.memory.moving !== undefined && creep.memory.moving === true) || creep.store.getFreeCapacity() === 0 || (sources.length === 0 && creep.store.getUsedCapacity() > 0)) { creep.say("I am moving!") creep.memory.moving = true var targets = creep.room.find(FIND_STRUCTURES, { //找出需要补充能量的建筑 filter: (structure) => { return (structure.structureType === STRUCTURE_EXTENSION || structure.structureType === STRUCTURE_SPAWN || structure.structureType === STRUCTURE_EXTENSION || structure.structureType === STRUCTURE_TOWER) && structure.store.getFreeCapacity(RESOURCE_ENERGY) > 0; } }); for (var tmp in Game.creeps) { var tmpCreep = Game.creeps[tmp]; if (tmpCreep.memory.role === 'upgrader' && tmpCreep.store.getFreeCapacity() > 0) { targets.push(tmpCreep) } else if (tmpCreep.memory.role === 'builder' && tmpCreep.memory.building === true) { targets.push(tmpCreep) } } if (targets.length > 0) { // 需要维护的建筑数目 > 0 var res = creep.transfer(targets[creep.memory.idx % targets.length], RESOURCE_ENERGY) if (res === ERR_NOT_IN_RANGE) { creep.moveTo(targets[creep.memory.idx % targets.length], {visualizePathStyle: {stroke: '#ffffff'}}); } else if (res === OK) { } } if (creep.store.getUsedCapacity() === 0) { creep.memory.moving = false } } else if (creep.store.getFreeCapacity() > 0) { creep.say("I am carrying!") creep.memory.moving = false let res = creep.pickup(sources[creep.memory.idx % sources.length]) if (res === ERR_NOT_IN_RANGE) { creep.moveTo(sources[creep.memory.idx % sources.length], {visualizePathStyle: {stroke: '#ffaa00'}}); } else { } } }